Games collection

Play in under an hour

12 games in this collection.

Fifteen minutes. Three to Six players. Escape the Arctic or be the last one standing. Panic Zones: Arctic Edition is a fast, take-that card game where survival means outwitting your friends before the cold, or they, eliminate you. There are two ways to win: Collect all 3 different Rescue Cards to escape, or outlast every other player as they get eliminated. The game is turn-based, played with two decks: Discovery and Advantage Decks. You end your turn by drawing from the Discovery Deck: it could hand you the card you need to escape or other pleasant surprises, but it could also throw a Polar Bear or other obstacle to eliminate you, or a Panic event stirring chaos for everyone at the table. Shift the odds to your favor by playing Advantage Cards to steal the card you need from opponents or grab it from the discard pile, weaken or disrupt your opponents, block threats or redirect threats. With quick turns and a different story every game, rounds end fast and the rematch starts immediately. A card game so cold, it'll freeze your friendships.

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3 - 6 players15 min

BluffingDrawingHand ManagementMulti-Use Cards

Corps of Discovery Duo

2026Jay Cormier, Sen-Foong Lim

A stand-alone game for 2, based off the hit deduction game, Corps of Discovery, this game has 2 players working together to create a map by following specific logic rules. Players know some communal logic rules, but also each have some hidden behind their screen. Can you communicate only through your card placement what your rules are to your partner, while trying to figure out their rules? On your turn you play one of your cards onto an ever-expanding map. If you don't like where your partner played a card because it violates one of your logic rules, then you can pay the current penalty (which is discarding cards from your deck) to remove any card in play. If either player has no more cards to play, then the game is over and you both lose. If at least 1 of each of the 10 terrains is in play, then either player could play the fort card - in a location that adheres to its own logic rule. Then review to see if all the cards on the map follow all the logic rules in the game - and if they do - you win! It includes an Upgrade system as you progress from game to game, while also adding hazards that add new challenges each time you play. -description from the designer Heading to Kickstarter Feb 17th: https://tinyurl.com/y3khutee

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2 players30 - 60 min

DeductionCommunication LimitsCooperative GameDeduction

Welcome aboard the starship Ecliptica. Something's gone terribly wrong. There's only enough life support for one of you to make it home. Naturally, you've all agreed to settle this with a totally fair, reasonable, and absolutely not cutthroat game: one survives, the rest take a short, sharp walk out the airlock. HOW IT WORKS Every player gets a Role Card. Each Role gives you a unique power to manipulate, influence, and-ideally-not die. Each round, players discuss, then simultaneously vote on who they want out. You do this by pointing at the player, then giving them a Voting Cube. Voting Cubes = bad. Get 5 Voting Cubes, and you're airlocked. Gone. See you in the void. Dead players aren't done. Echoes (eliminated players) still vote and influence the game-sometimes deciding who goes next and who goes last. Repeat until one player remains… or none. If that sounds like your kind of chaos, go ahead and grab the game now. If you need more convincing, keep reading-then buy it anyway. You won't regret it. WHAT'S IT LIKE? Think Werewolf, but all the roles are public. This isn't about sniffing out a hidden traitor. It's about arguing, pleading, scheming, and persuading everyone else that you should live and they should not. The twist? Eliminated players are still in it. Echoes vote together every round, and they decide who dies last. You want to eliminate the other players-but not at the cost of upsetting them. WHY IT ROCKS Easy to learn. Discuss. Vote. That's it. Role abilities add depth, but most groups are up and playing within five minutes-even if no one's played before. Huge groups welcome. This game thrives in parties and big game nights. It scales effortlessly even with 15+ players. Replayable forever. With 20 Role Cards and up to 20 players, there are over a million unique combinations. Want more? The custom edition lets you make your own Roles-so you can have infinite games. And remember, in space, no one can hear you scheme.

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4 - 20 players5 - 15 min1.5 weight

Card GameAction TimerDeductionNegotiation

Kickabout

2026Evan Wilcock

Take on your opponent in this tiny but brilliant take on a 5 on 5 soccer match. Push your luck, outmaneuver your opponent, and score! GOOOOOOOOAL! Kickabout is a game by Evan Wilcock with art by Leo Aquino. Each turn both players play one card from their hand of 6 cards: Players 1-5 or the Shoot / Save Card. If the Defender matches the Attacker's card, the ball is intercepted and possession changes. Otherwise, a pass is made and play continues. When the Attacker plays their shoot card, they will roll a number of dice equal to the passes made. All dice that match the last played card number or lower count as shots on goal. The Defender will roll 3 dice if they matched the Shoot Card with the Save, 2 if they didn't, and only 1 if they played it early. Defender blocks all matching numbers and may assign a 6 to block any 1 die. If any shots on goal remain, the Attacker scores! First to 3 wins. This is a very simple game to learn and play with gamers and non-gamers; young and old. -description from the publisher

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4
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1 - 2 players15 - 20 min

BluffingDice RollingHand ManagementOnce-Per-Game Abilities

Squarin' Off

2021Amurá Oñaa

A game based off the old childhood game of Connect-the-Dots, but played with single, double and triple-point squares to enhance a level of strategy Complete as many squares as possible by filling in all four sides of a square with pegs while trying to give your opponents as few squares as possible. The player with the most points (not necessarily the most squares) wins. -description from the publisher

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4
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2 - 4 players30 - 60 min

PuzzleConnectionsGrid CoverageSquare Grid

Apollo Mine: Join the Race for Space is a print and play solo drawing game where you'll draw your lunar mine, uncover resources from the moon, fight enemies, overcome challenges, and survive as long as you can in the dangerous environment. Gameplay takes place in three turns - Your Turn, Resource and Combat Rolls, and the Persistent Turn. On your turn, you'll decide where to build hallways, ladders, and rooms by drawing your mine on the moonscape. You'll also claim benefits from the rooms you build in your mine. How you build your mine is completely up to you! The decisions you make impact how to survive enemies and other dangers. Next, you'll make a Resource Roll and Combat Roll to determine what you've found, and how you get attacked. Your lunar base will also be hit by radiation! Finally, some enemies offer greater challenges. These will occur during the Persistent Turn. Gameplay follows this turn sequence - Your Turn, Combat and Resource Rolls, and Persistent Events - until your mine achieves a victory condition, or your mine runs out of personnel. Whether you win or lose, you'll end the game with a high score, that can be compared to other Apollo Mine games you play! What's In Apollo Mine: Join the Race for Space Draw your mine your way – in Apollo Mine, you have the freedom to draw your mine exactly the way you want. The game allows you to explore different strategies of building a mine – perhaps digging wide, avoiding more dangerous enemies but staying exposed to radiation – or perhaps digging deep, braving the dangers of the moon but collecting more resources and avoiding radiation! Resource and Combat Lists – four different resource and combat lists to roll on, depending on the current depth of your mine. Radiation – this is a new mechanic that threatens the personnel in your Apollo Mine! You can protect against it by building specialized rooms – or by digging deeper into the surface of the moon! Sealing Rooms – have a pesky yet dangerous enemy lurking in the depths of your Apollo Mine? There is a new, space-based strategy to use. You can seal your rooms, depriving the enemy of oxygen. This defeats the enemy, at the cost of the rooms you seal. Hallway/Ladder Collapse – this new rule gives limitations on the length of a hallway or ladder, before it collapses. 15 New Rooms – Included with Apollo Mine are 15 new rooms, including some twists on concepts from Dwarf Mine. 4 Base Level Lists – Similar to Dwarf Mine, Apollo Mine comes with 4 Level Lists to use based on how deep your mine goes – each with fun theming for mining in space! These include new enemies, new discoveries, and new persistent threats! 6 Expansions – There are 6 built-in expansions that will be included with the base game! 3 Maps – Apollo Mine comes with 3 maps to choose from and play! -description from the designer

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1 players30 - 45 min

DiceAction / EventDice RollingDrawing

Biiirgame

2025(Uncredited), A. Molly

On the board, the players will stand. Each one in a corner with a different color from the others, and each player must place their heart at the farthest point from the BIIIR. which is located at the center of the board. First step: the player must determine the direction of the light, meaning they throw the dice, which is the light cube. After that, they randomly draw a dark monster from the bag and place it next to the BIIIR in the direction of the light. Immediately after, they must draw a card which has an effect depending on the type of card drawn. Among these effects is placing barriers that help block the dark monsters so they don't reach the player's personal area and cut their heart. Game rule: the player who stays alive until the end is the one who wins the game. -description from the publisher

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2 - 4 players15 - 45 min

Card GameAction PointsCampaign / Battle Card DrivenDeck, Bag, and Pool Building

This spooky season we are joined by 4 of the creepiest Coastal Confectioners! Each brings with them their own unique sweet (and sour solo mode) abilities, their sugar sprites, and a custom component. -description from the publisher

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1 - 4 players30 - 60 min

Expansion for Base-gameVariable Player Powers

Pound of Hounds is a comedic and cunning, canine themed dedicated deck, strategic party game with over 50 unique hand-drawn doggo's to Draw from. Strategise, collect cards and use your abilities to gather your dogs and finally "claim your Pound of Hounds over friend and foes alike". Throughout the game players will discard cards from their hand to use the cards ability (including picking up more cards, stealing cards from other players hand, discarding other players hands, swapping hands, ect..) or trade in 3 cards of the same class (indicated by the cards colour and icon in the top left corner) for an Alpha card the same class. To win the game players must collect either 3,5 or 7 Alpha cards depending on the number of players in the game. -description from the publisher

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3
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2 - 7 players15 - 60 min

AnimalsDrawingHand ManagementMatching

Rift Zone: Contact

2026Jeremy Bennett, Dashiell Holmes, Steve Holmes

Rift Zone: Contact is a hybrid sci-fi miniatures strategy game that combines physical miniatures, terrain, and augmented reality to create a living battlefield. Players command physical units on the table, making every movement, positioning decision, and tactical choice themselves, while the companion app resolves combat, terrain effects, line of sight, and battlefield information in real time. The focus stays on strategy and decision-making rather than measurement, bookkeeping, and rules lookups. The game supports both quick skirmishes and longer campaign play. Units can gain experience and evolve across battles, creating lasting consequences and new tactical considerations from one encounter to the next. Set on a distant world, Rift Zone: Contact pits the technologically advanced United Earth Defense Force against the adaptive Scry'Ox Collective. Each faction offers distinct units, abilities, and approaches to combat, encouraging different strategies and play styles. Designed as a physical-first experience, Rift Zone: Contact uses digital technology to reduce friction while preserving the tactical depth, social interaction, and excitement of tabletop miniature gaming.

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3
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2 - 8 players20 - 60 min

MiniaturesAction PointsGrid Movement

Seoul Journey

2026Jean Curci

Welcome to Seoul Journey, where you embark on a day trip to Seoul, South Korea and plan your days wisely to visit iconic locations, indulge in festivals and food, shop for souvenirs, and summon mystical guardians for bonuses. This is a heartfelt, strategic card game inspired by the neighborhoods, food, and hidden corners of Seoul. You'll travel across the city, collect experiences, and build your own story of discovery through clever card play and tableau-building choices. It's designed to feel cozy, meaningful, and smart-something you'll want to play again and again. Seoul Journey blends strategy, set collection, and market manipulation in a colorful, thematic package that captures the essence of Hallyu (Korean wave) with vibrant artwork inspired by Seoul's blend of tradition and modernity.

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3
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How-to-play

2 - 5 players20 - 40 min

With just six nights before Santa's big ride, Krampus, the Christmas trickster, has cast a spell on all of Santa's reindeer! Now they're all dizzy and confused, and they'll never be able to make the trip if Santa's elves can't do something to dispel the mischievous magic. Play as Santa's loyal elves to find the right combination of magical cookies to cure each of the reindeer. Or play as Krampus to try and eat the magic cookies, and ruin Christmas! In this one-versus-many print-and-play game, one player plays as Krampus (often a grown-up, older sibling, or anyone who enjoys a bit of mischief) while the remaining players cooperate as Santa's elves, working together to try and save Christmas! Each elf player places one "worker" per turn onto the action spaces, moving cookies around the Christmas wreath. Line up 3 cookies to cure a reindeer. But when all 6 elves have taken their actions, Krampus zooms around the wreath eating the cookies! The elves only have 6 nights (rounds) to cure all the reindeer, or Krampus will win and Christmas will be ruined! Note, regarding the age range for this game: Players under 8 can play an elf with some help from teammates. -description from the publisher

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3
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2 - 7 players15 - 30 min

Children's GameGrid MovementPattern BuildingWorker Placement